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Software Project Management
Lecture # 5
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Outline Chapter 23 – “Estimation” Introduction What is Estimation
Estimation and Risk Project Planning Activities Software Scope and Feasibility Resources Software Project Estimation Decomposition Techniques Empirical Estimation Models
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Introduction Software Project Management begins with 'Project Planning’ activities Software project planning includes five major activities: Estimation (of work, resources, time) Scheduling Risk Analysis Quality Management Planning Change Management Planning
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What is Estimation? Estimation is to determine how much…
Money/cost, efforts, resources and time …will be taken to build a specific software based system or product. Estimation is foundation for all project planning activities
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Estimation Steps – Summary
Description of product scope Decomposition of problem into set of smaller problems Each sub problem is estimated using historical data, software metrics and experience (from past projects) as guides. Problem complexity and risks are considered before final estimate is made
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Estimation and Risk Estimation carries inherent risk & risk leads to uncertainty Estimation risk is measured by the degree of uncertainty in the quantitative estimates established for resources, cost, and schedule. Availability of comprehensive historical information and software metrics (from past projects) helps establish better estimates and hence reduces risk factors
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Project Planning Process
Software project planning provides a framework that enables the manager to make reasonable estimates Although there is inherent uncertainty, the team embarks on a project plan But, this plan must be adapted and updated as the project progresses
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The Software Project Planning Activities
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Software Scope It is defined in one of the following ways:
Narrative description developed after communication with all stakeholders A set of use-cases developed by end-user It describes functions & features to be delivered to end-user ( these are evaluated and sometimes refined before estimation is started) “content” presented to users as they use the software Performance considerations (processing and response time, etc) Constraints (limits placed on software by external hardware, available memory, or existing systems) Input and output data Interfaces and reliability that bound the system
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Software Feasibility It is conducted after scope identification
It is very crucial but is often overlooked either by software engineers or by the impatient customers and managers It addresses questions like Can we build software to meet this scope? Is the project feasible?
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Software Feasibility (Cont.)
Putnam and Myers address feasibility in four dimensions Technology Is the project technically feasible? Is it within state of the art? Can defects be reduced as needed? Finance Is it financially feasible? Can the development be completed at a cost that the software organization, the client or the market can afford Time Will the project’s time-to-market beat the competition? Resources Does the organization have enough resources needed to succeed?
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Resources Three categories of resources:
People/Human resources Reusable software components Development environment (s/w & h/w tools) Each resource has 4 characteristics Description of resource Statement of availability Time when resource will be required Duration of time when resource will be applied
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1.Human resources This estimation involves
Selecting Skills (required to complete development) Specifying organizational positions (manager, senior s/w engr, ..) and specialty Determining number of people based on development effort For small projects, single person can do all s/w engg tasks For large projects, more number of people involved which may be geographically distributed. So, location of resource also specified
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2. Reusable Software Resources
CBSE emphasizes the creation and reuse of software building blocks (components) 4 categories of software components Off-the-shelf components Ready-to-use existing software acquired from third party (COTS) or from (internal) past projects Full-experience components Existing specifications, designs, code, test data from past projects similar to software to be developed (for current project). May require little modifications Partial experience component Existing specifications, designs, code, test data from past projects related to software to be developed (for current project) but will require substantial modifications New components Software components that must be built for current project
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3. (Development) Environment resources
These include hardware and software support for a software project Hardware and software elements availability and time window must be specified
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Software Project Estimation
Options for cost and effort estimates Delay estimation until late in project Not a practical approach Base estimation on similar past projects Reasonable approach but not always successful Use simple decomposition techniques to generate estimates Divide and conquer approach. Divide project into major activities/functions and make estimates Use some empirical model for estimation Complements decomposition techniques Which option is better? Each approach can be used as a cross-check for the other
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Decomposition Techniques
Decomposition can be performed in two aspects Decomposition of problem Decomposition of process
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1. Software Sizing Proper estimation of software size and mapping of size estimate to human effort, calendar time and cost are important things which contribute to accuracy of overall software project estimation Direct approach – size is measured as LOC Indirect approach – size is measured as function-points Putnam and Myers suggested 4 different approaches for sizing problem Fuzzy logic sizing Function point sizing Standard component sizing Change sizing
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Other types of estimations…
Problem based estimation FP-based estimation Process-based estimation Use-case based estimation
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Empirical Estimation Models
An estimation model for software uses empirically derived formulas . These formulas can predict effort as a function of LOC or FP. Empirical data (that support most estimation models) are derived from limited sample of projects, that is why, no estimation model is appropriate for all classes of software and in all development environments. Estimation model must be calibrated for local conditions.
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Structure of Estimation Models
A typical empirical model is derived using regression analysis on data collected from past projects Overall structure of such models takes the form E= A+B x (ev)C A, B and C are empirically derived constants, E is effort in person-months and ev is estimation variable (either LOC or FP)
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Empirical Estimation Models - Examples
Proposed LOC-oriented estimation models E= 5.2 x (KLOC) Walston-Felix model E= x (KLOC)1.16 Bailey-Basili model E= 3.2 x (KLOC) Boehm simple model E= x (KLOC) Doty model for KLOC>9 Proposed FP-oriented estimation models E= FP Albrecht and Gaffney model E= FP Kemerer model E= FP small project regression model
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The COCOMO II Model Boehm suggested a hierarchy of software estimation models named: COCOMO. COCOMO stands for COnstructive COst MOdel Original COCOMO model became one of the most widely used and discussed software cost estimation models COCOMO evolved into COCOMO II
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COCOMO II Model (Cont.) COCOMO II addresses the following areas:
Application composition model Used during the early stages of s/w engg. when UI prototyping, s/w and system interaction, performance assessment and tech. evaluation are paramount. Early design stage model Used once requirements have been stabilized and basic architecture has been established Post-architecture stage model Used during the construction of software Like other estimation models, COCOMO II uses sizing information (object points, function points and lines of code).
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COCOMO II Model (Cont.) COCOMO II Application composition model uses object points Object points is an indirect software measure computed using Screens (at UI) Reports Components likely to be required to build the application Each object instance is classified into one of these complexity levels (simple, medium, difficult) on criteria suggested by Boehm. Complexity is a function of number of client and server tables required to generate a screen or report and number of sections or views within a screen or report After determining complexity, no. of screens, reports and components are weighted as in figure (23.6). The object point count is determined by multiplying original no. of object instances by weighting factor.
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Figures 23.6 & 23.7 Object Type Complexity Weight Simple Medium
Difficult Screen 1 2 3 Report 5 8 3GL component 10 Developer’s experience/capability Very Low Low Nominal High Very High Environment maturity/capability Very high PROD 4 7 13 25 50
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COCOMO II Model (Cont.) For component-based development or when software reuse is applied, the %reuse is estimated and object point count is adjusted: NOP = (object points) x [(100 - %reuse)/100] NOP is new object points To derive estimate of effort based on computed NOP value, a productivity rate must be derived PROD = NOP / person-month Estimate of project effort can be derived as: Estimated effort = NOP/PROD
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Excluded 23.8 23.9 and sub topics
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